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New update OB6.5 out today.

Posted: Mon Jan 14, 2008 11:54 am
by silverlw
OB 6.5 for win32/win64 and UB will be out today.
New per surface options ("desaturate" to control colourbleeding,"Multiplier" to control lightbounces and "LimitDR" Limit dynamic range to force luminous surfaces to not cause bright splotches in irradiancemap.
Those are really powerfull + fixed finalgathering and Jpg image saving.

Posted: Mon Jan 14, 2008 12:05 pm
by phile_forum
Oh boy, this is excellent. Some really powerful features starting to appear now.

Win64 support? Brilliant!

Nice one.

Phil

Posted: Mon Jan 14, 2008 12:45 pm
by silverlw
Yes win64 is really nice and then youre not limited to 2Gb ram anymore.

Posted: Tue Jan 15, 2008 7:11 am
by silverlw
Grzegorz had problem installing SDK for Vista so release have been delayed to today instead.

Posted: Tue Jan 15, 2008 9:24 am
by walfridson
Great news!

Posted: Tue Jan 15, 2008 7:34 pm
by silverlw
Ok Go get it!
Remember to remove old plugin and readd the new one to be able to see two new shadertools!

Posted: Tue Jan 15, 2008 7:50 pm
by ana028
:wink: Great, great I'll start to test this new OB.

Posted: Tue Jan 15, 2008 7:56 pm
by pixym
Thank Silver,

I will play a little bit with Kray at last (Win 64 of course)

Posted: Tue Jan 15, 2008 8:06 pm
by silverlw
yep i have also switched completely to 64bit. I love this release.

Here is a scene i played with where i have assigned Krayshaders to luminous polygons to light the scene. Look at it to get the ide'a and hopefully we see better and more beautifully renders than mine here soon ;D
Credits for original scene goes to Branko Jovanovic a.k.a. 'd.sign'

Posted: Tue Jan 15, 2008 10:43 pm
by darickster
thats an odd looking texture on the ground :wink:

Posted: Tue Jan 15, 2008 10:53 pm
by _mats_
Look good Silver,

What would be a real life application for the new shaders? in what case would you use them and why?

I understand you can control the amount of rays emitted on a per-surface basis, is this useful only on lumi polys? or any other scenario?

I will be doing some tests here as well

Matt -

Posted: Tue Jan 15, 2008 11:03 pm
by silverlw
Another scenario is when you have complexed geometry like instanced plants or tree's, where irradiancecache just will slow down rendering instead of speeding things up.
If you instead add KraySurfaceoptions and force the treesurfaces to render with cacheirradiance off and low values of FG it will speed up alot.

Using the Krayshaders can be used as a "per surface" setting so theres almost just imagination that limits you to control surfaces. One surface might need alot of reflectionblur with high quality ,another might need low values. One surface might be raytraced only another with full GI. Maybe you want the floor to have splendid contactshadows so you turn irradiancecache off for the floor. The glas vase on the table should cast caustics but you turn it off for the shiny table itself and floor... I hope ive given you some ide'as.

Posted: Wed Jan 16, 2008 4:28 am
by _mats_
that makes sense.. wow I think this can really speed up rendering then !

thanks for the explanation

Matt -

Posted: Wed Jan 16, 2008 7:55 am
by silverlw
Another simple scene with indirect luminous lights

Posted: Wed Jan 16, 2008 3:40 pm
by ana028
I download the two scenes to see the kray setup and how works and I get the same message in two scenes. Here is two screenshot.